Fixing Slap Battles: Where The Guide Resides. | Fandom (2024)

I actually forgot that I made this little series in the first place but here we are.

So, Where The Guide Resides.

It has challenges, it has battles, and BOY does it have bugs, so strap in cause this is gonna be a long one.

Now I'm not talking about things like "the bossfight is unfair pls nerf it waa", the bossfight is meant to be challenged and I respect that, but there are literal bugs and issues that yet to be fixed.

1.Client lag.

If you are having a good run and then suddenly a Track just freezes on its way towards you, you wouldn't exactly be the happiest clam, the same thing goes if the Golem or a Meteor just appears out of nowhere and whoops you.

The solution I came up with is very, VERY stupid but its the only thing I can think of, and that is some kind of client side loading. If you have ever played a game where the player gets a client-side entity or interface, like FNF games on Roblox for this example, the notes appear on the player's screen, and will not freeze if you lag (unless they are still loading) meaning even if your ping skyrockets, you can still play somewhat normally. Tracks, Meteors and most of the other hazards should play with a client sided loading system, once it loads it should send it to the client and disconnect that same entity from server instead of staying on it, so if you happen to get a lag spike, the connection between the client and the server wont matter, the attacks will continue normally, and all changes will reupdate when the connection returns, which will be when the next phases start and what health the Slapstractor/Guide is at. This also means that if a player happens to have a lag spike, their current phase wont progress until their connection is back (what I mean is if you are playing the bossfight solo and you happen to lag on the Track phase, the game will wait for the connection to return BEFORE starting the Meteor phase. If you are playing multiplayer and ONLY YOU lag in the Track phase, whenever your connection returns you will be placed in whatever phase your taemmates are in, and only spawning said entities from that phase once your connection is back. This DOES mean that a player might lag so badly they accidentally miss an important phase compared to the other players, but no major risks are taken.

An alternative solution to this is to move the bossfight arena closer to the start point and UNLOAD the labyrinth area, its not like it makes it so hackers can get in easier, because they can anyway. This also reduces the amount of data having to be loaded for the experience altogether (anything beyond 5000 studs actually starts lagging in any Roblox game, so the fact that the bossfight is POSSIBLY placed really far away doesn't help this at akll.)

I'm also not an internet wizard so I wont be surprised if you say that the first solution sounds bogus.

2. Cutscene deaths.

I've heard how annoying it is to be attacked by a Golem or pushed off the map by a Conveyor during the bossfight's second cutscene, so I actually found a really simple solution to this.

As soon as Phase 3 is reached, all living phase 2 entities should just get stopped and deleted. It's that easy.

3. THE LACK OF A CHECKPOINT-

Seriously though, the devs actually reworded a post saying that they forgot to add the checkpoint to say they instead forgot to fix "bugs".

Just add the checkpoint after the maze and before the bossfight and we're good to go, the entire labyrinth, thing once you know what to do, is just a waste of time.

Now onto some of the little cheesy methods (yes I'm fixing these)

To stop players from /e dance2'ing to skip the trek to the fight, just make the wall they dance through a stud or 2 thicker, so they cant clip through.

To stop players climbing onto the hands to cheese the bossfight and only having to worry about Track and Conveyor, remove the chain they climb up entirely.

The issue ranking for this: 8/10. If you have a solid computer and really have good RNG between cutscenes and enjoy spending 5 extra minutes per attempt just GETTING to the bossfight, then that's fine, I just think these changes should be made anyway, and one of them was GOING to be added.

The solutions: 5/10. There really isn't much we CAN do to fix WTGR, so we just gotta hope this helps.

Fixing Slap Battles: Where The Guide Resides. | Fandom (2024)
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